Before I begin this, let me say that I don't expect these to get implemented into vanilla Minecraft. I don't expect some modder to make these. The reason I am making this thread is because it is obvious that rarer mobs are something the general community wants, and I wish to offer up my ideas and see what people think.
With that out of the way, here we go:
Roc
Hostility: Aggressive
Location: Extreme Hills+ biomes, overworld
Health: 20 hearts
Physical Description:
Take the spoilered image above, turn it red and make it twice the size of the player. That's about what I envision the Roc appearing like.
Characteristics:
The Roc spawns very rarely, and is more or less like an Elder Guardian of the Ocean Temples in the sense of being a mini-boss. Living at the top of mountains - only when the mountains exceed a height of 150 - a roc is fiercely protective of its territory. Upon your arrival, it will follow a method of attack similar to that of an Ender Dragon: swooping and diving at you, but occasionally changing direction to avoid arrows and such.
Drops:
The Roc will drop 4-5 red feathers. Red feathers will serve as helping to make naturally-burning Fire Arrows; you no longer have to send arrows through lava or fire to make it happen!
Phantom Knight
Hostility: Aggressive
Location: Caves, overworld
Health: 8 hearts
Physical Description:
It is at human height, but looks like floating, transparent armor carrying an iron sword.
Characteristics:
The phantom knight will spawn very rarely in dungeons. It is transparent and can travel through walls, emitting a ghastly wail that sounds a bit like the knight is still challenging its old foes. Arrows merely bounce off of it; only a sword can deal damage to this fiend.
Drops:
The phantom knight will drop a glowstone block – its lost soul – in addition to offering the chance of dropping its iron sword/armor.
Coelacanth
Hostility: Passive
Location: Water, overworld
Health: 5 hearts
Physical Description:
A large fish – the size of a squid. I can’t do the actual creature justice, so here’s a picture link: http://en.wikipedia.org/wiki/Coelacanth
Characteristics:
The coelacanth will be a very rare mob – far rarer than any of the current mobs. It will actively go after chickens if they are in its pool of water; after eating a certain number of chickens, the coelacanth will grow in size until it is as large as a cow. At this point, the coelacanth will either continue to attack chickens – in addition to pigs – or will get stuck on land and die of lack of oxygen.
Drops:
The coelacanth’s drops are what make it special: a fossil block. Fossil blocks can take the form of a head, torso, or tail fin, allowing the player to place them as a form of decoration in their homes. Fossil blocks, when placed in the crafting grid alone, will form 3 bones, kind of like how 1 bone makes 3 bonemeal. So 1 fossil gives you 9 bonemeal, essentially.
Scorpion
Hostility: Hostile
Location: Nether
Health: 12 hearts
Physical Description:
A giant, reddish-black scorpion.
Characteristics:
The scorpion is a spawn that occurs infrequently compared to the Ghast and zombie pigmen. Appearing in groups of 2-3, it is like any other Nether mob incapable of being harmed through fire. They will attack the player if he/she comes within range, snapping at the player with its pincers. Should its tail strike the player, the player will become poisoned.
Scorpions, over time, will build hives, which will continuously spawn small Hornets. So, even after the scorpion despawns/is killed, it can wreak a little bit of havoc and prove dangerous; left alive, it can provide an infinite source of some materials, if controlled.
Drops:
Scorpions will drop armor-plates, which can be crafted to create a new set of armor: plate-armor.
Plate armor has the durability of iron armor, but automatically harbors a Fire Protection enchantment (in addition to being enchantable through other means); an incredibly useful tool for Nether warriors.
Hornet
Hostility: Hostile
Location: Nether, near Hives
Health: .5 hearts
Physical Description:
About ½ the size of a chicken, hornets look like small flying insects with stingers.
Characteristics (Hive):
The hive is a 2.5-block high structure that appears like a stalagmite in the Nether. While they can exist on their own normally, this is incredibly rare; scorpions, however, can create hives with relative ease.
Characteristics (Hornet):
Hornets will not spawn unless there is a hive nearby; if the hive is destroyed, no more hornets will spawn. Hornets are naturally-aggressive mobs that spawn in groups of 4-5. They will attack any other mob except the scorpion. They only do .5 hearts worth of damage per strike, but in a group, that damage can add up to kill the player off quickly. Almost any strike with a tool or weapon will destroy them.
Drop:
Hornets have the small chance of dropping armor plates; this chance is very small, however.
Hives, when destroyed, can be picked up; thus, it is possible to place it in a mob trap that will give the player an infinite source of armor plates.
Treant
Hostility: Passive-aggressive
Location: Overworld, forest biomes
Health: 10 hearts
Physical Description:
Looks like a regular tree, only it has roots with which it attacks.
Characteristics:
The Treant is a tree-like mob which appears occasionally in forest biomes. For the most part it is passive, and will not attack the player at all. However, should the player attempt to attack the treant– or cut down the trees around it – it will begin attacking the player with its whip-like roots. The roots will rise from the ground and smack the player, dealing 1 heart of damage per strike.
Drops:
A chance of 2-3 wood blocks (type dependent on biome), as well as 2-3 apples.
Birds (variety mob)
Before I begin this, I realize that the latest update (1.12) has birds similar to what I’m proposing. But since not all of them are there yet - and my ideas are slightly different from theirs - I am still including this.
Hostility: Passive
Location: Overworld
Health: 2 hearts
Physical Description: (will be explained later)
Characteristics – General: Birds will not offer too much as far as different gameplay, but instead will offer more of an aesthetic appeal to Minecraft; having different kinds of birds appearing in different biomes, offering background noise and helping to distinguish biomes from one another.
Ocean: Seagulls will be slightly less common than most of the other birds simply because hearing their cry all the time would get annoying. Seagulls can sit on the water, are capable of flying, and walking around on the sand (they will actually avoid landing on dirt or trees). Ducks will also spawn, but in far fewer numbers and not nearly as commonly as seagulls. At night, they will either remain still in the water, or will stay still on land.
Rainforest: While the rainforest biome is sorely lacking any distinction in the current Minecraft, with birds, that distinction might be at least a little bit more clear. Toucans and macaws will not be very common, mind you, but they will spawn often enough so that you can tell that you’re in the rainforest. At night these birds will sit in the trees, unmoving.
Snowy biome: Owls will appear in the snow biomes. During the day they stay in one place, but once the sun sets they fly around and hoot and everything.
Desert: Roadrunners will appear in deserts. They do not fly, but can jump up to two blocks high. They will leap atop cacti and sleep there at night, not taking damage; if you destroy the cacti while they are sleeping, they will run off and try to find another one.
Forest/Grassland: Cardinals, blue jays, and doves will be fairly common in these biomes, but chickadees will be far more common than the others – being about as common as current animals. At night they will sleep in the trees.
Drops:
When slain, all of these birds will only drop 1 feather.
Winter Wolf
Hostility: Passive-aggressive
Location: Overworld, snow biomes
Health: 10 hearts
Physical Description:
A larger, thicker-coated version of the current wolf, with a more profound tail and detailed coat.
Characteristics:
The winter wolf is an untameable variation of the current wolf. Like the regular wolf, the winter wolf will hunt down sheep, in addition to pigs and chickens. If the player should strike the winter wolf, it will attack the player; other winter wolves will also attack the player within a certain radius.
A unique trait, however, is that if the player has a regular wolf accompanying him/her, winter wolves will instantly target that wolf, but not the player. This makes it that regular wolves are not necessarily safe all the time even if the player is safe, and would add an additional sense of caution into the game.
Drops:
Winter wolves will drop wool like a sheep, though they cannot be sheared like one.
Crocodile
Hostility: Aggressive
Location: Overworld, in small bodies of water
Health: 10 hearts
Physical Description:
Well... it looks like a crocodile, only with Minecraft's blockiness. Is there anything more that needs to be said?
Characteristics:
The crocodile would be a hostile mob that appears occasionally in small bodies of water - meaning lakes and rivers compared to oceans. If it sense the player in its same body of water, it will begin swimming towards the player and attack. It will also follow the player on to land, but only for 10 blocks or so. Movement in the water will be twice that of the player, whereas on land it will be half that of the player. The crocodile does 2 hearts worth of damage per attack.
In addition to attacking the player, the crocodile will also attack any passive mob that enters its body of water except for squid.
Drops:
The crocodile will almost always drop a raw fish, but sometimes will drop armor plates, as well.
Wild Boar
Hostility: Passive Aggressive
Location: Overworld, jungle and forest biomes
Health: 8 hearts
Physical Description:
It would appear similar to the pig, only the body would be larger, it would be a dark brown color, and it would have small tusks jutting from its head.
Characteristics:
The wild boar would act like a pig for most of the time, wandering around and grunting. However, boars are fiercely territorial; should the player enter the territory and linger, the boar will lower its head and charge. It's a lot like the little piggy monsters in Twilight Princess (I have no idea what they're called xD); they charge in one direction until they strike something. If they strike dirt, wool, reeds, cacti, or sand they will break the block and stop moving; all other blocks will remain standing. If they strike the player they will do 2 hearts of damage and knock the player back farther than most normal attacks (as if struck with a Knockback II strike). Because of their similarity to a human, zombies will also be attacked should they enter a boar's "territory" (basically a 10x10 area around the point in which they spawned). Zombies will be unable to fight back against the wild boar and will most certainly perish.
Drops:
The wild boar will drop uncooked porkchops always.
Raiju
Hostility: Passive
Location: Overworld (anywhere above ground)
Health: 20 hearts
Physical Description:
A blue-colored variant of the wolf, with a white lightning bolt across its flank. It's howls sound a bit more electronic, as if being run through a synthesizer.
Characteristics:
The Raiju is a super-rare wolf variant that appears only during a lightning storm. During this time, lightning will strike much more frequently than normal, but will not harm the Raiju itself (you, on the other hand). If the Raiju is struck, it vanishes, occasionally dropping an item.
The Raiju can be tamed, but only with iron/gold nuggets. Once tamed, it no longer causes lightning to spawn more frequently, but when it attacks a hostile mob, it will summon a bolt of lightning to deal extra damage (though be warned, this can cause adverse effects).
If you have any ideas, post them kinda in the same format I have, and if they're good I'll put them in the OP (giving credit to you, of course).
All of the images for these mobs come from other sources, most notably mods from people who have had similar-ish ideas.
But, um..."So the cloak is a dual-edged sword, where it will help keep monsters from attacking you, but cause more monsters to appear." - Where is the edge exactly? You're invisible to monsters: That's only an advantage.
Bedrock should never be obtainable.
On the fence about the horde beast.
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Quote from Baraq Hussein Osama »
Do you show children your phallus? Is that what you want them to see?
But, um..."So the cloak is a dual-edged sword, where it will help keep monsters from attacking you, but cause more monsters to appear." - Where is the edge exactly? You're invisible to monsters: That's only an advantage.
Bedrock should never be obtainable.
On the fence about the horde beast.
Well the cloak allows monsters to spawn near you regardless of light level (of course zombies/skeletons would just burn up in the daylight), including in your base. So that could potentially suck for a player if they forgot they were wearing the cloak.
Yeah... I'm thinking of just making a "fossil" item for the coelacanth.
The horde beast is a bit of a stretch, I know, because it seems a lot like a boss monster. But I think that, so long as it isn't ridiculously common, it would provide a change of pace from the usual method of fighting monsters - in this case, you have to kill one monster before the others, because otherwise the zombies will just keep replacing themselves.
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Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
But, um..."So the cloak is a dual-edged sword, where it will help keep monsters from attacking you, but cause more monsters to appear." - Where is the edge exactly? You're invisible to monsters: That's only an advantage.
Bedrock should never be obtainable.
On the fence about the horde beast.
Well the cloak allows monsters to spawn near you regardless of light level (of course zombies/skeletons would just burn up in the daylight), including in your base. So that could potentially suck for a player if they forgot they were wearing the cloak.
Yeah... I'm thinking of just making a "fossil" item for the coelacanth.
The horde beast is a bit of a stretch, I know, because it seems a lot like a boss monster. But I think that, so long as it isn't ridiculously common, it would provide a change of pace from the usual method of fighting monsters - in this case, you have to kill one monster before the others, because otherwise the zombies will just keep replacing themselves.
It would only suck if they took the cloak off near monsters. Fossil sounds alright but what use would it have (if any beyond decoration)?
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Quote from Baraq Hussein Osama »
Do you show children your phallus? Is that what you want them to see?
It would only suck if they took the cloak off near monsters. Fossil sounds alright but what use would it have (if any beyond decoration)?
To be honest... I'm not sure if fossils COULD have any uses besides decoration. Maybe make some way you could reanimate them and make them do your bidding... but that would be idiotic and wouldn't fit with Minecraft.
So until I can either come up with a better use for fossils or something better to drop for the coelacanth, bedrock will stay where it is. No use replacing one poorly-thought idea with another poorly-thought idea. :tongue.gif:
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Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
But, um..."So the cloak is a dual-edged sword, where it will help keep monsters from attacking you, but cause more monsters to appear." - Where is the edge exactly? You're invisible to monsters: That's only an advantage.
Bedrock should never be obtainable.
On the fence about the horde beast.
Well the cloak allows monsters to spawn near you regardless of light level (of course zombies/skeletons would just burn up in the daylight), including in your base. So that could potentially suck for a player if they forgot they were wearing the cloak.
Yeah... I'm thinking of just making a "fossil" item for the coelacanth.
The horde beast is a bit of a stretch, I know, because it seems a lot like a boss monster. But I think that, so long as it isn't ridiculously common, it would provide a change of pace from the usual method of fighting monsters - in this case, you have to kill one monster before the others, because otherwise the zombies will just keep replacing themselves.
It would only suck if they took the cloak off near monsters. Fossil sounds alright but what use would it have (if any beyond decoration)?
Fossils = Decoration/ craft it to some bones?
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Yes I am a ____________ Miner.
Yes I have no profile picture.
Yes that is a bad idea.
Wow... ya know, I never even thought about that.
Okay, so the coelacanth will now drop fossil blocks, which can be used for decoration. The fossil blocks can then be crafted into bones when placed in the crafting grid, like how wood blocks become wood planks and all that.
I can't believe I didn't think of that. xD
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Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
Edited the OP, adding the Wild Boar mob and refining a few of the others as far as drops and overall characteristics.
Tell me what you think! :smile.gif:
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Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
wow man,awesome ideas,very well described,realy hope notch implements these ideas,but i think treants should have a like 5%chance to drop an apple tree seed that would in about 10-15 mc days,would make an apple tree and every 5-10 mc days would grow an apple,i think treants should also have arms or something that in passive form apear to be logs then become thinner and move when in agressive form,making it very hard to kill.
what does vanilla minecraft mean? i assume the final release but idk
Vanilla means without mods and such. Like the vanilla ice cream without sauce and topping.
For the idea; I'll not report you for wishlisting, as I think you've thought this out nicely and have given great detail. I'll try to make models for some of them.
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Medieval builder and texture artists. Also totally awesome.
Vanilla means without mods and such. Like the vanilla ice cream without sauce and topping.
For the idea; I'll not report you for wishlisting, as I think you've thought this out nicely and have given great detail. I'll try to make models for some of them.
^vanilla Minecraft is exactly as he described it.
haha, thank you? I'm glad some people support this; honestly I just keeping developing new ideas and working on the old ones as more stuff gets added into Minecraft, regardless of whether people actually like it. Takes up some of my free time. :biggrin.gif:
As for models, I'd love to see what you come up with. I've looked into a few free 3D modeling softwares, but I completely fail when it comes to complex computer stuff, so I can never get more than a little box. xD
Edit: added the gopher-mole to the list. Tell me what you think! :smile.gif:
Before I begin this, let me say that I don't expect these to get implemented into vanilla Minecraft. I don't expect some modder to make these. The reason I am making this thread is because it is obvious that rarer mobs are something the general community wants, and I wish to offer up my ideas and see what people think.
With that out of the way, here we go:
Hostility: Aggressive
Location: Extreme Hills+ biomes, overworld
Health: 20 hearts
Physical Description:
Take the spoilered image above, turn it red and make it twice the size of the player. That's about what I envision the Roc appearing like.
Characteristics:
The Roc spawns very rarely, and is more or less like an Elder Guardian of the Ocean Temples in the sense of being a mini-boss. Living at the top of mountains - only when the mountains exceed a height of 150 - a roc is fiercely protective of its territory. Upon your arrival, it will follow a method of attack similar to that of an Ender Dragon: swooping and diving at you, but occasionally changing direction to avoid arrows and such.
Drops:
The Roc will drop 4-5 red feathers. Red feathers will serve as helping to make naturally-burning Fire Arrows; you no longer have to send arrows through lava or fire to make it happen!
Hostility: Aggressive
Location: Caves, overworld
Health: 8 hearts
Physical Description:
It is at human height, but looks like floating, transparent armor carrying an iron sword.
Characteristics:
The phantom knight will spawn very rarely in dungeons. It is transparent and can travel through walls, emitting a ghastly wail that sounds a bit like the knight is still challenging its old foes. Arrows merely bounce off of it; only a sword can deal damage to this fiend.
Drops:
The phantom knight will drop a glowstone block – its lost soul – in addition to offering the chance of dropping its iron sword/armor.
Hostility: Passive
Location: Water, overworld
Health: 5 hearts
Physical Description:
A large fish – the size of a squid. I can’t do the actual creature justice, so here’s a picture link: http://en.wikipedia.org/wiki/Coelacanth
Characteristics:
The coelacanth will be a very rare mob – far rarer than any of the current mobs. It will actively go after chickens if they are in its pool of water; after eating a certain number of chickens, the coelacanth will grow in size until it is as large as a cow. At this point, the coelacanth will either continue to attack chickens – in addition to pigs – or will get stuck on land and die of lack of oxygen.
Drops:
The coelacanth’s drops are what make it special: a fossil block. Fossil blocks can take the form of a head, torso, or tail fin, allowing the player to place them as a form of decoration in their homes. Fossil blocks, when placed in the crafting grid alone, will form 3 bones, kind of like how 1 bone makes 3 bonemeal. So 1 fossil gives you 9 bonemeal, essentially.
Hostility: Hostile
Location: Nether
Health: 12 hearts
Physical Description:
A giant, reddish-black scorpion.
Characteristics:
The scorpion is a spawn that occurs infrequently compared to the Ghast and zombie pigmen. Appearing in groups of 2-3, it is like any other Nether mob incapable of being harmed through fire. They will attack the player if he/she comes within range, snapping at the player with its pincers. Should its tail strike the player, the player will become poisoned.
Scorpions, over time, will build hives, which will continuously spawn small Hornets. So, even after the scorpion despawns/is killed, it can wreak a little bit of havoc and prove dangerous; left alive, it can provide an infinite source of some materials, if controlled.
Drops:
Scorpions will drop armor-plates, which can be crafted to create a new set of armor: plate-armor.
Plate armor has the durability of iron armor, but automatically harbors a Fire Protection enchantment (in addition to being enchantable through other means); an incredibly useful tool for Nether warriors.
Hostility: Hostile
Location: Nether, near Hives
Health: .5 hearts
Physical Description:
About ½ the size of a chicken, hornets look like small flying insects with stingers.
Characteristics (Hive):
The hive is a 2.5-block high structure that appears like a stalagmite in the Nether. While they can exist on their own normally, this is incredibly rare; scorpions, however, can create hives with relative ease.
Characteristics (Hornet):
Hornets will not spawn unless there is a hive nearby; if the hive is destroyed, no more hornets will spawn. Hornets are naturally-aggressive mobs that spawn in groups of 4-5. They will attack any other mob except the scorpion. They only do .5 hearts worth of damage per strike, but in a group, that damage can add up to kill the player off quickly. Almost any strike with a tool or weapon will destroy them.
Drop:
Hornets have the small chance of dropping armor plates; this chance is very small, however.
Hives, when destroyed, can be picked up; thus, it is possible to place it in a mob trap that will give the player an infinite source of armor plates.
Hostility: Passive-aggressive
Location: Overworld, forest biomes
Health: 10 hearts
Physical Description:
Looks like a regular tree, only it has roots with which it attacks.
Characteristics:
The Treant is a tree-like mob which appears occasionally in forest biomes. For the most part it is passive, and will not attack the player at all. However, should the player attempt to attack the treant– or cut down the trees around it – it will begin attacking the player with its whip-like roots. The roots will rise from the ground and smack the player, dealing 1 heart of damage per strike.
Drops:
A chance of 2-3 wood blocks (type dependent on biome), as well as 2-3 apples.
Before I begin this, I realize that the latest update (1.12) has birds similar to what I’m proposing. But since not all of them are there yet - and my ideas are slightly different from theirs - I am still including this.
Hostility: Passive
Location: Overworld
Health: 2 hearts
Physical Description: (will be explained later)
Characteristics – General: Birds will not offer too much as far as different gameplay, but instead will offer more of an aesthetic appeal to Minecraft; having different kinds of birds appearing in different biomes, offering background noise and helping to distinguish biomes from one another.
Ocean: Seagulls will be slightly less common than most of the other birds simply because hearing their cry all the time would get annoying. Seagulls can sit on the water, are capable of flying, and walking around on the sand (they will actually avoid landing on dirt or trees). Ducks will also spawn, but in far fewer numbers and not nearly as commonly as seagulls. At night, they will either remain still in the water, or will stay still on land.
Rainforest: While the rainforest biome is sorely lacking any distinction in the current Minecraft, with birds, that distinction might be at least a little bit more clear. Toucans and macaws will not be very common, mind you, but they will spawn often enough so that you can tell that you’re in the rainforest. At night these birds will sit in the trees, unmoving.
Snowy biome: Owls will appear in the snow biomes. During the day they stay in one place, but once the sun sets they fly around and hoot and everything.
Desert: Roadrunners will appear in deserts. They do not fly, but can jump up to two blocks high. They will leap atop cacti and sleep there at night, not taking damage; if you destroy the cacti while they are sleeping, they will run off and try to find another one.
Forest/Grassland: Cardinals, blue jays, and doves will be fairly common in these biomes, but chickadees will be far more common than the others – being about as common as current animals. At night they will sleep in the trees.
Drops:
When slain, all of these birds will only drop 1 feather.
Hostility: Passive-aggressive
Location: Overworld, snow biomes
Health: 10 hearts
Physical Description:
A larger, thicker-coated version of the current wolf, with a more profound tail and detailed coat.
Characteristics:
The winter wolf is an untameable variation of the current wolf. Like the regular wolf, the winter wolf will hunt down sheep, in addition to pigs and chickens. If the player should strike the winter wolf, it will attack the player; other winter wolves will also attack the player within a certain radius.
A unique trait, however, is that if the player has a regular wolf accompanying him/her, winter wolves will instantly target that wolf, but not the player. This makes it that regular wolves are not necessarily safe all the time even if the player is safe, and would add an additional sense of caution into the game.
Drops:
Winter wolves will drop wool like a sheep, though they cannot be sheared like one.
Hostility: Aggressive
Location: Overworld, in small bodies of water
Health: 10 hearts
Physical Description:
Well... it looks like a crocodile, only with Minecraft's blockiness. Is there anything more that needs to be said?
Characteristics:
The crocodile would be a hostile mob that appears occasionally in small bodies of water - meaning lakes and rivers compared to oceans. If it sense the player in its same body of water, it will begin swimming towards the player and attack. It will also follow the player on to land, but only for 10 blocks or so. Movement in the water will be twice that of the player, whereas on land it will be half that of the player. The crocodile does 2 hearts worth of damage per attack.
In addition to attacking the player, the crocodile will also attack any passive mob that enters its body of water except for squid.
Drops:
The crocodile will almost always drop a raw fish, but sometimes will drop armor plates, as well.
Hostility: Passive Aggressive
Location: Overworld, jungle and forest biomes
Health: 8 hearts
Physical Description:
It would appear similar to the pig, only the body would be larger, it would be a dark brown color, and it would have small tusks jutting from its head.
Characteristics:
The wild boar would act like a pig for most of the time, wandering around and grunting. However, boars are fiercely territorial; should the player enter the territory and linger, the boar will lower its head and charge. It's a lot like the little piggy monsters in Twilight Princess (I have no idea what they're called xD); they charge in one direction until they strike something. If they strike dirt, wool, reeds, cacti, or sand they will break the block and stop moving; all other blocks will remain standing. If they strike the player they will do 2 hearts of damage and knock the player back farther than most normal attacks (as if struck with a Knockback II strike). Because of their similarity to a human, zombies will also be attacked should they enter a boar's "territory" (basically a 10x10 area around the point in which they spawned). Zombies will be unable to fight back against the wild boar and will most certainly perish.
Drops:
The wild boar will drop uncooked porkchops always.
If you have any ideas, post them kinda in the same format I have, and if they're good I'll put them in the OP (giving credit to you, of course).
All of the images for these mobs come from other sources, most notably mods from people who have had similar-ish ideas.
Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
I have a YouTube channel!
Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
I have a YouTube channel!
But, um..."So the cloak is a dual-edged sword, where it will help keep monsters from attacking you, but cause more monsters to appear." - Where is the edge exactly? You're invisible to monsters: That's only an advantage.
Bedrock should never be obtainable.
On the fence about the horde beast.
Well the cloak allows monsters to spawn near you regardless of light level (of course zombies/skeletons would just burn up in the daylight), including in your base. So that could potentially suck for a player if they forgot they were wearing the cloak.
Yeah... I'm thinking of just making a "fossil" item for the coelacanth.
The horde beast is a bit of a stretch, I know, because it seems a lot like a boss monster. But I think that, so long as it isn't ridiculously common, it would provide a change of pace from the usual method of fighting monsters - in this case, you have to kill one monster before the others, because otherwise the zombies will just keep replacing themselves.
Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
I have a YouTube channel!
It would only suck if they took the cloak off near monsters. Fossil sounds alright but what use would it have (if any beyond decoration)?
Nope, its meant to be stalagmite. The scorpions can't fly or walk on walls or anything, so they build the Hives on the ground. :smile.gif:
Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
I have a YouTube channel!
To be honest... I'm not sure if fossils COULD have any uses besides decoration. Maybe make some way you could reanimate them and make them do your bidding... but that would be idiotic and wouldn't fit with Minecraft.
So until I can either come up with a better use for fossils or something better to drop for the coelacanth, bedrock will stay where it is. No use replacing one poorly-thought idea with another poorly-thought idea. :tongue.gif:
Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
I have a YouTube channel!
Fossils = Decoration/ craft it to some bones?
Yes I am a ____________ Miner.
Yes I have no profile picture.
Yes that is a bad idea.
Wow... ya know, I never even thought about that.
Okay, so the coelacanth will now drop fossil blocks, which can be used for decoration. The fossil blocks can then be crafted into bones when placed in the crafting grid, like how wood blocks become wood planks and all that.
I can't believe I didn't think of that. xD
Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
I have a YouTube channel!
Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
I have a YouTube channel!
although ( cause im a wimp ) that phamtom stuff is awesome but will scare me to death
Still i love everything else!
Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
I have a YouTube channel!
Tell me what you think! :smile.gif:
Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
I have a YouTube channel!
Vanilla means without mods and such. Like the vanilla ice cream without sauce and topping.
For the idea; I'll not report you for wishlisting, as I think you've thought this out nicely and have given great detail. I'll try to make models for some of them.
^vanilla Minecraft is exactly as he described it.
haha, thank you? I'm glad some people support this; honestly I just keeping developing new ideas and working on the old ones as more stuff gets added into Minecraft, regardless of whether people actually like it. Takes up some of my free time. :biggrin.gif:
As for models, I'd love to see what you come up with. I've looked into a few free 3D modeling softwares, but I completely fail when it comes to complex computer stuff, so I can never get more than a little box. xD
Edit: added the gopher-mole to the list. Tell me what you think! :smile.gif:
Teacher, gamer, and writer.
Creator of "The Wizard Gandy" Minecraft map series.
I have a YouTube channel!